Shader "Custom/Simple 2D Emissive Shader"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _EmissionColor ("Emission Color", Color) = (1, 1, 1, 1)
    }

    Category
    {
        Tags { "Queue"="Transparent" "RenderType"="Transparent" }
        Blend One OneMinusSrcAlpha
        ZWrite Off

        SubShader
        {
            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma target 2.0

                #include "UnityCG.cginc"

                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD0;
                };

                struct v2f
                {
                    float2 uv : TEXCOORD0;
                    float4 vertex : SV_POSITION;
                };

                sampler2D _MainTex;
                float4 _EmissionColor;

                v2f vert (appdata v)
                {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    o.uv = v.uv;
                    return o;
                }

                fixed4 frag (v2f i) : SV_Target
                {
                    fixed4 col = tex2D(_MainTex, i.uv) * _EmissionColor;
                    return col;
                }
                ENDCG
            }
        }
    }
}